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549 lines
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549 lines
21 KiB
<!DOCTYPE html> |
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<html> |
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<head> |
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<link rel="stylesheet" type="text/css" href="doc.css" /> |
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<title>Leveldb</title> |
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</head> |
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<body> |
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<h1>Leveldb</h1> |
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<address>Jeff Dean, Sanjay Ghemawat</address> |
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<p> |
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The <code>leveldb</code> library provides a persistent key value store. Keys and |
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values are arbitrary byte arrays. The keys are ordered within the key |
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value store according to a user-specified comparator function. |
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<p> |
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<h1>Opening A Database</h1> |
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<p> |
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A <code>leveldb</code> database has a name which corresponds to a file system |
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directory. All of the contents of database are stored in this |
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directory. The following example shows how to open a database, |
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creating it if necessary: |
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<p> |
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<pre> |
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#include <assert> |
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#include "leveldb/db.h" |
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leveldb::DB* db; |
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leveldb::Options options; |
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options.create_if_missing = true; |
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leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &db); |
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assert(status.ok()); |
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... |
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</pre> |
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If you want to raise an error if the database already exists, add |
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the following line before the <code>leveldb::DB::Open</code> call: |
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<pre> |
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options.error_if_exists = true; |
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</pre> |
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<h1>Status</h1> |
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<p> |
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You may have noticed the <code>leveldb::Status</code> type above. Values of this |
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type are returned by most functions in <code>leveldb</code> that may encounter an |
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error. You can check if such a result is ok, and also print an |
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associated error message: |
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<p> |
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<pre> |
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leveldb::Status s = ...; |
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if (!s.ok()) cerr << s.ToString() << endl; |
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</pre> |
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<h1>Closing A Database</h1> |
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<p> |
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When you are done with a database, just delete the database object. |
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Example: |
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<p> |
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<pre> |
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... open the db as described above ... |
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... do something with db ... |
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delete db; |
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</pre> |
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<h1>Reads And Writes</h1> |
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<p> |
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The database provides <code>Put</code>, <code>Delete</code>, and <code>Get</code> methods to |
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modify/query the database. For example, the following code |
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moves the value stored under key1 to key2. |
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<pre> |
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std::string value; |
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leveldb::Status s = db->Get(leveldb::ReadOptions(), key1, &value); |
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if (s.ok()) s = db->Put(leveldb::WriteOptions(), key2, value); |
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if (s.ok()) s = db->Delete(leveldb::WriteOptions(), key1); |
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</pre> |
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|
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<h1>Atomic Updates</h1> |
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<p> |
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Note that if the process dies after the Put of key2 but before the |
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delete of key1, the same value may be left stored under multiple keys. |
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Such problems can be avoided by using the <code>WriteBatch</code> class to |
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atomically apply a set of updates: |
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<p> |
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<pre> |
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#include "leveldb/write_batch.h" |
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... |
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std::string value; |
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leveldb::Status s = db->Get(leveldb::ReadOptions(), key1, &value); |
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if (s.ok()) { |
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leveldb::WriteBatch batch; |
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batch.Delete(key1); |
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batch.Put(key2, value); |
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s = db->Write(leveldb::WriteOptions(), &batch); |
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} |
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</pre> |
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The <code>WriteBatch</code> holds a sequence of edits to be made to the database, |
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and these edits within the batch are applied in order. Note that we |
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called <code>Delete</code> before <code>Put</code> so that if <code>key1</code> is identical to <code>key2</code>, |
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we do not end up erroneously dropping the value entirely. |
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<p> |
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Apart from its atomicity benefits, <code>WriteBatch</code> may also be used to |
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speed up bulk updates by placing lots of individual mutations into the |
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same batch. |
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<h1>Synchronous Writes</h1> |
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By default, each write to <code>leveldb</code> is asynchronous: it |
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returns after pushing the write from the process into the operating |
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system. The transfer from operating system memory to the underlying |
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persistent storage happens asynchronously. The <code>sync</code> flag |
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can be turned on for a particular write to make the write operation |
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not return until the data being written has been pushed all the way to |
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persistent storage. (On Posix systems, this is implemented by calling |
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either <code>fsync(...)</code> or <code>fdatasync(...)</code> or |
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<code>msync(..., MS_SYNC)</code> before the write operation returns.) |
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<pre> |
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leveldb::WriteOptions write_options; |
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write_options.sync = true; |
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db->Put(write_options, ...); |
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</pre> |
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Asynchronous writes are often more than a thousand times as fast as |
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synchronous writes. The downside of asynchronous writes is that a |
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crash of the machine may cause the last few updates to be lost. Note |
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that a crash of just the writing process (i.e., not a reboot) will not |
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cause any loss since even when <code>sync</code> is false, an update |
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is pushed from the process memory into the operating system before it |
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is considered done. |
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<p> |
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Asynchronous writes can often be used safely. For example, when |
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loading a large amount of data into the database you can handle lost |
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updates by restarting the bulk load after a crash. A hybrid scheme is |
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also possible where every Nth write is synchronous, and in the event |
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of a crash, the bulk load is restarted just after the last synchronous |
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write finished by the previous run. (The synchronous write can update |
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a marker that describes where to restart on a crash.) |
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<p> |
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<code>WriteBatch</code> provides an alternative to asynchronous writes. |
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Multiple updates may be placed in the same <code>WriteBatch</code> and |
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applied together using a synchronous write (i.e., |
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<code>write_options.sync</code> is set to true). The extra cost of |
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the synchronous write will be amortized across all of the writes in |
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the batch. |
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<p> |
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<h1>Concurrency</h1> |
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<p> |
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A database may only be opened by one process at a time. |
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The <code>leveldb</code> implementation acquires a lock from the |
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operating system to prevent misuse. Within a single process, the |
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same <code>leveldb::DB</code> object may be safely shared by multiple |
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concurrent threads. I.e., different threads may write into or fetch |
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iterators or call <code>Get</code> on the same database without any |
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external synchronization (the leveldb implementation will |
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automatically do the required synchronization). However other objects |
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(like Iterator and WriteBatch) may require external synchronization. |
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If two threads share such an object, they must protect access to it |
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using their own locking protocol. More details are available in |
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the public header files. |
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<p> |
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<h1>Iteration</h1> |
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<p> |
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The following example demonstrates how to print all key,value pairs |
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in a database. |
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<p> |
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<pre> |
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leveldb::Iterator* it = db->NewIterator(leveldb::ReadOptions()); |
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for (it->SeekToFirst(); it->Valid(); it->Next()) { |
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cout << it->key().ToString() << ": " << it->value().ToString() << endl; |
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} |
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assert(it->status().ok()); // Check for any errors found during the scan |
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delete it; |
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</pre> |
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The following variation shows how to process just the keys in the |
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range <code>[start,limit)</code>: |
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<p> |
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<pre> |
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for (it->Seek(start); |
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it->Valid() && it->key().ToString() < limit; |
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it->Next()) { |
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... |
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} |
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</pre> |
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You can also process entries in reverse order. (Caveat: reverse |
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iteration may be somewhat slower than forward iteration.) |
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<p> |
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<pre> |
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for (it->SeekToLast(); it->Valid(); it->Prev()) { |
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... |
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} |
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</pre> |
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<h1>Snapshots</h1> |
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<p> |
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Snapshots provide consistent read-only views over the entire state of |
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the key-value store. <code>ReadOptions::snapshot</code> may be non-NULL to indicate |
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that a read should operate on a particular version of the DB state. |
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If <code>ReadOptions::snapshot</code> is NULL, the read will operate on an |
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implicit snapshot of the current state. |
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<p> |
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Snapshots are created by the DB::GetSnapshot() method: |
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<p> |
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<pre> |
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leveldb::ReadOptions options; |
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options.snapshot = db->GetSnapshot(); |
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... apply some updates to db ... |
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leveldb::Iterator* iter = db->NewIterator(options); |
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... read using iter to view the state when the snapshot was created ... |
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delete iter; |
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db->ReleaseSnapshot(options.snapshot); |
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</pre> |
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Note that when a snapshot is no longer needed, it should be released |
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using the DB::ReleaseSnapshot interface. This allows the |
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implementation to get rid of state that was being maintained just to |
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support reading as of that snapshot. |
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<h1>Slice</h1> |
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<p> |
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The return value of the <code>it->key()</code> and <code>it->value()</code> calls above |
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are instances of the <code>leveldb::Slice</code> type. <code>Slice</code> is a simple |
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structure that contains a length and a pointer to an external byte |
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array. Returning a <code>Slice</code> is a cheaper alternative to returning a |
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<code>std::string</code> since we do not need to copy potentially large keys and |
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values. In addition, <code>leveldb</code> methods do not return null-terminated |
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C-style strings since <code>leveldb</code> keys and values are allowed to |
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contain '\0' bytes. |
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<p> |
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C++ strings and null-terminated C-style strings can be easily converted |
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to a Slice: |
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<p> |
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<pre> |
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leveldb::Slice s1 = "hello"; |
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std::string str("world"); |
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leveldb::Slice s2 = str; |
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</pre> |
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A Slice can be easily converted back to a C++ string: |
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<pre> |
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std::string str = s1.ToString(); |
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assert(str == std::string("hello")); |
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</pre> |
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Be careful when using Slices since it is up to the caller to ensure that |
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the external byte array into which the Slice points remains live while |
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the Slice is in use. For example, the following is buggy: |
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<p> |
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<pre> |
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leveldb::Slice slice; |
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if (...) { |
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std::string str = ...; |
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slice = str; |
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} |
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Use(slice); |
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</pre> |
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When the <code>if</code> statement goes out of scope, <code>str</code> will be destroyed and the |
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backing storage for <code>slice</code> will disappear. |
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<p> |
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<h1>Comparators</h1> |
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<p> |
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The preceding examples used the default ordering function for key, |
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which orders bytes lexicographically. You can however supply a custom |
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comparator when opening a database. For example, suppose each |
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database key consists of two numbers and we should sort by the first |
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number, breaking ties by the second number. First, define a proper |
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subclass of <code>leveldb::Comparator</code> that expresses these rules: |
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<p> |
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<pre> |
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class TwoPartComparator : public leveldb::Comparator { |
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public: |
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// Three-way comparison function: |
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// if a < b: negative result |
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// if a > b: positive result |
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// else: zero result |
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int Compare(const leveldb::Slice& a, const leveldb::Slice& b) const { |
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int a1, a2, b1, b2; |
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ParseKey(a, &a1, &a2); |
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ParseKey(b, &b1, &b2); |
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if (a1 < b1) return -1; |
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if (a1 > b1) return +1; |
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if (a2 < b2) return -1; |
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if (a2 > b2) return +1; |
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return 0; |
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} |
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// Ignore the following methods for now: |
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const char* Name() const { return "TwoPartComparator"; } |
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void FindShortestSeparator(std::string*, const leveldb::Slice&) const { } |
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void FindShortSuccessor(std::string*) const { } |
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}; |
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</pre> |
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Now create a database using this custom comparator: |
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<p> |
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<pre> |
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TwoPartComparator cmp; |
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leveldb::DB* db; |
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leveldb::Options options; |
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options.create_if_missing = true; |
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options.comparator = &cmp; |
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leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &db); |
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... |
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</pre> |
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<h2>Backwards compatibility</h2> |
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<p> |
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The result of the comparator's <code>Name</code> method is attached to the |
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database when it is created, and is checked on every subsequent |
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database open. If the name changes, the <code>leveldb::DB::Open</code> call will |
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fail. Therefore, change the name if and only if the new key format |
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and comparison function are incompatible with existing databases, and |
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it is ok to discard the contents of all existing databases. |
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<p> |
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You can however still gradually evolve your key format over time with |
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a little bit of pre-planning. For example, you could store a version |
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number at the end of each key (one byte should suffice for most uses). |
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When you wish to switch to a new key format (e.g., adding an optional |
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third part to the keys processed by <code>TwoPartComparator</code>), |
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(a) keep the same comparator name (b) increment the version number |
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for new keys (c) change the comparator function so it uses the |
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version numbers found in the keys to decide how to interpret them. |
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<p> |
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<h1>Performance</h1> |
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<p> |
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Performance can be tuned by changing the default values of the |
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types defined in <code>include/leveldb/options.h</code>. |
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<p> |
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<h2>Block size</h2> |
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<p> |
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<code>leveldb</code> groups adjacent keys together into the same block and such a |
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block is the unit of transfer to and from persistent storage. The |
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default block size is approximately 4096 uncompressed bytes. |
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Applications that mostly do bulk scans over the contents of the |
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database may wish to increase this size. Applications that do a lot |
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of point reads of small values may wish to switch to a smaller block |
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size if performance measurements indicate an improvement. There isn't |
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much benefit in using blocks smaller than one kilobyte, or larger than |
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a few megabytes. Also note that compression will be more effective |
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with larger block sizes. |
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<p> |
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<h2>Compression</h2> |
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<p> |
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Each block is individually compressed before being written to |
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persistent storage. Compression is on by default since the default |
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compression method is very fast, and is automatically disabled for |
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uncompressible data. In rare cases, applications may want to disable |
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compression entirely, but should only do so if benchmarks show a |
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performance improvement: |
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<p> |
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<pre> |
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leveldb::Options options; |
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options.compression = leveldb::kNoCompression; |
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... leveldb::DB::Open(options, name, ...) .... |
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</pre> |
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<h2>Cache</h2> |
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<p> |
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The contents of the database are stored in a set of files in the |
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filesystem and each file stores a sequence of compressed blocks. If |
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<code>options.cache</code> is non-NULL, it is used to cache frequently used |
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uncompressed block contents. |
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<p> |
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<pre> |
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#include "leveldb/cache.h" |
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leveldb::Options options; |
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options.cache = leveldb::NewLRUCache(100 * 1048576); // 100MB cache |
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leveldb::DB* db; |
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leveldb::DB::Open(options, name, &db); |
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... use the db ... |
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delete db |
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delete options.cache; |
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</pre> |
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Note that the cache holds uncompressed data, and therefore it should |
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be sized according to application level data sizes, without any |
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reduction from compression. (Caching of compressed blocks is left to |
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the operating system buffer cache, or any custom <code>Env</code> |
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implementation provided by the client.) |
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<p> |
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When performing a bulk read, the application may wish to disable |
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caching so that the data processed by the bulk read does not end up |
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displacing most of the cached contents. A per-iterator option can be |
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used to achieve this: |
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<p> |
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<pre> |
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leveldb::ReadOptions options; |
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options.fill_cache = false; |
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leveldb::Iterator* it = db->NewIterator(options); |
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for (it->SeekToFirst(); it->Valid(); it->Next()) { |
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... |
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} |
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</pre> |
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<h2>Key Layout</h2> |
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<p> |
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Note that the unit of disk transfer and caching is a block. Adjacent |
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keys (according to the database sort order) will usually be placed in |
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the same block. Therefore the application can improve its performance |
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by placing keys that are accessed together near each other and placing |
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infrequently used keys in a separate region of the key space. |
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<p> |
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For example, suppose we are implementing a simple file system on top |
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of <code>leveldb</code>. The types of entries we might wish to store are: |
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<p> |
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<pre> |
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filename -> permission-bits, length, list of file_block_ids |
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file_block_id -> data |
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</pre> |
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We might want to prefix <code>filename</code> keys with one letter (say '/') and the |
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<code>file_block_id</code> keys with a different letter (say '0') so that scans |
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over just the metadata do not force us to fetch and cache bulky file |
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contents. |
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<p> |
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<h2>Filters</h2> |
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<p> |
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Because of the way <code>leveldb</code> data is organized on disk, |
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a single <code>Get()</code> call may involve multiple reads from disk. |
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The optional <code>FilterPolicy</code> mechanism can be used to reduce |
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the number of disk reads substantially. |
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<pre> |
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leveldb::Options options; |
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options.filter_policy = NewBloomFilterPolicy(10); |
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leveldb::DB* db; |
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leveldb::DB::Open(options, "/tmp/testdb", &db); |
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... use the database ... |
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delete db; |
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delete options.filter_policy; |
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</pre> |
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The preceding code associates a |
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<a href="http://en.wikipedia.org/wiki/Bloom_filter">Bloom filter</a> |
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based filtering policy with the database. Bloom filter based |
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filtering relies on keeping some number of bits of data in memory per |
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key (in this case 10 bits per key since that is the argument we passed |
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to NewBloomFilterPolicy). This filter will reduce the number of unnecessary |
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disk reads needed for <code>Get()</code> calls by a factor of |
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approximately a 100. Increasing the bits per key will lead to a |
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larger reduction at the cost of more memory usage. We recommend that |
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applications whose working set does not fit in memory and that do a |
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lot of random reads set a filter policy. |
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<p> |
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If you are using a custom comparator, you should ensure that the filter |
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policy you are using is compatible with your comparator. For example, |
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consider a comparator that ignores trailing spaces when comparing keys. |
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<code>NewBloomFilterPolicy</code> must not be used with such a comparator. |
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Instead, the application should provide a custom filter policy that |
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also ignores trailing spaces. For example: |
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<pre> |
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class CustomFilterPolicy : public leveldb::FilterPolicy { |
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private: |
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FilterPolicy* builtin_policy_; |
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public: |
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CustomFilterPolicy() : builtin_policy_(NewBloomFilterPolicy(10)) { } |
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~CustomFilterPolicy() { delete builtin_policy_; } |
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const char* Name() const { return "IgnoreTrailingSpacesFilter"; } |
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void CreateFilter(const Slice* keys, int n, std::string* dst) const { |
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// Use builtin bloom filter code after removing trailing spaces |
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std::vector<Slice> trimmed(n); |
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for (int i = 0; i < n; i++) { |
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trimmed[i] = RemoveTrailingSpaces(keys[i]); |
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} |
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return builtin_policy_->CreateFilter(&trimmed[i], n, dst); |
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} |
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bool KeyMayMatch(const Slice& key, const Slice& filter) const { |
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// Use builtin bloom filter code after removing trailing spaces |
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return builtin_policy_->KeyMayMatch(RemoveTrailingSpaces(key), filter); |
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} |
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}; |
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</pre> |
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<p> |
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Advanced applications may provide a filter policy that does not use |
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a bloom filter but uses some other mechanism for summarizing a set |
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of keys. See <code>leveldb/filter_policy.h</code> for detail. |
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<p> |
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<h1>Checksums</h1> |
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<p> |
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<code>leveldb</code> associates checksums with all data it stores in the file system. |
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There are two separate controls provided over how aggressively these |
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checksums are verified: |
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<p> |
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<ul> |
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<li> <code>ReadOptions::verify_checksums</code> may be set to true to force |
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checksum verification of all data that is read from the file system on |
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behalf of a particular read. By default, no such verification is |
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done. |
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<p> |
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<li> <code>Options::paranoid_checks</code> may be set to true before opening a |
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database to make the database implementation raise an error as soon as |
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it detects an internal corruption. Depending on which portion of the |
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database has been corrupted, the error may be raised when the database |
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is opened, or later by another database operation. By default, |
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paranoid checking is off so that the database can be used even if |
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parts of its persistent storage have been corrupted. |
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<p> |
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If a database is corrupted (perhaps it cannot be opened when |
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paranoid checking is turned on), the <code>leveldb::RepairDB</code> function |
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may be used to recover as much of the data as possible |
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<p> |
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</ul> |
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<h1>Approximate Sizes</h1> |
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<p> |
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The <code>GetApproximateSizes</code> method can used to get the approximate |
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number of bytes of file system space used by one or more key ranges. |
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<p> |
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<pre> |
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leveldb::Range ranges[2]; |
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ranges[0] = leveldb::Range("a", "c"); |
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ranges[1] = leveldb::Range("x", "z"); |
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uint64_t sizes[2]; |
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leveldb::Status s = db->GetApproximateSizes(ranges, 2, sizes); |
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</pre> |
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The preceding call will set <code>sizes[0]</code> to the approximate number of |
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bytes of file system space used by the key range <code>[a..c)</code> and |
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<code>sizes[1]</code> to the approximate number of bytes used by the key range |
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<code>[x..z)</code>. |
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<p> |
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<h1>Environment</h1> |
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<p> |
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All file operations (and other operating system calls) issued by the |
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<code>leveldb</code> implementation are routed through a <code>leveldb::Env</code> object. |
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Sophisticated clients may wish to provide their own <code>Env</code> |
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implementation to get better control. For example, an application may |
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introduce artificial delays in the file IO paths to limit the impact |
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of <code>leveldb</code> on other activities in the system. |
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<p> |
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<pre> |
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class SlowEnv : public leveldb::Env { |
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.. implementation of the Env interface ... |
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}; |
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|
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SlowEnv env; |
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leveldb::Options options; |
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options.env = &env; |
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Status s = leveldb::DB::Open(options, ...); |
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</pre> |
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<h1>Porting</h1> |
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<p> |
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<code>leveldb</code> may be ported to a new platform by providing platform |
|
specific implementations of the types/methods/functions exported by |
|
<code>leveldb/port/port.h</code>. See <code>leveldb/port/port_example.h</code> for more |
|
details. |
|
<p> |
|
In addition, the new platform may need a new default <code>leveldb::Env</code> |
|
implementation. See <code>leveldb/util/env_posix.h</code> for an example. |
|
|
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<h1>Other Information</h1> |
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|
|
<p> |
|
Details about the <code>leveldb</code> implementation may be found in |
|
the following documents: |
|
<ul> |
|
<li> <a href="impl.html">Implementation notes</a> |
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<li> <a href="table_format.txt">Format of an immutable Table file</a> |
|
<li> <a href="log_format.txt">Format of a log file</a> |
|
</ul> |
|
|
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</body> |
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</html>
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